Pocket Fighter/Tabasa: Difference between revisions

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   </div>
   </div>
   <div style="display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em">
   <div class="PFsidebar" style="display: flex; flex-direction: column; flex:1; min-width:300px; padding: 1em">
     <div style="display:flex;flex-direction: column; margin: 5px;">[[File:Pf-tabasa-move.png|center|280px]]</div>
     <div style="display:flex;flex-direction: column; margin: 5px;">[[File:Pf-tabasa-move.png|center|280px]]</div>
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       <div style="position:relative; z-index: 1; position: absolute; bottom: 0">[[File:Pf-tabasa-hd1.png|none|280px]]</div>
       <div style="position:relative; z-index: 1; position: absolute; bottom: 0">[[File:Pf-tabasa-hd1.png|none|280px]]</div>
       <div class="PFbg" style="position:relative; z-index: -1">[[File:Pf-stg-moonlight-dark-castle.gif|none|]]</div>
       <div class="PFbg" style="position:relative; z-index: -1">[[File:Pf-stg-moonlight-dark-castle.gif|none|]]</div>

Revision as of 13:29, 4 March 2022

Overview

Combos

Hello
Application Notation Damage* Notes Demo
Poke P > P > P ?? -
Low (After P > P ...)

... > 2 + P xx 623 + P

?? 623P can be replaced with 214P, 214S, 623S. You can also omit 2P and go straight into 623P. -
?? P > K > K2 + P xx 236 + P ?? Good corner carry. 236P can be replaced with 623P, 236S, 623S but the spacing is stricter. -
?? P > K > K623 + S ?? Spacing dependent -
Key: () = Link / (>) = Gatling / (xx) = Cancel | (*All damage values vs. Lei-Lei)

Frame Data

Normals

P K S P(xN) j.K START
2 236 214 623 41236 360 23 89
Big Name
Small Name
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ±0 -1
  • Launch (Counter Hit)
  • Launch
  • Juggle
  • Knockdown
  • Wall Bounce (Counter Hit)
  • Earth Orbit (Max Stun Counter Hit)
  • Flatten
  • Treasure Chest
  • Chargeable
  • Projectile
  • Untechable Throw
  • Moves Forward
  • Must block before super flash
  • Air Unblockable
  • Cross Up Potential
  • Normal Cancel
  • Taunt Cancel
  • Special Cancel
  • Super Cancel
  • Projectile Invul. (Frame: ??~??)
  • Strike Invul. (Frame: ??~??)
  • Throw invul. (Frame: 2~??)
  • 999 Hits
  • Longer recovery animation on whiff
  • Infinite Horizontal Reach
Effects Notes


Guard Crush

Air Normals

Dash Attacks

Throws

Command Normals

Flash Combo

Specials

Mighty Combo

Other


P K S P(xN) j.K START
2 236 214 623 41236 360 23 89
Big Name
Small Name
Hitboxes OFF
Hitboxes ON
Guard Damage Stun Meter Gems
Mid ?? ?? ?? ??
Startup Active Recovery Hit Adv. Block Adv.
?? ?? ?? ±0 -1
  • Launch (Counter Hit)
  • Launch
  • Juggle
  • Knockdown
  • Wall Bounce (Counter Hit)
  • Earth Orbit (Max Stun Counter Hit)
  • Flatten
  • Treasure Chest
  • Chargeable
  • Projectile
  • Untechable Throw
  • Moves Forward
  • Must block before super flash
  • Air Unblockable
  • Cross Up Potential
  • Normal Cancel
  • Taunt Cancel
  • Special Cancel
  • Super Cancel
  • Projectile Invul. (Frame: ??~??)
  • Strike Invul. (Frame: ??~??)
  • Throw invul. (Frame: 2~??)
  • 999 Hits
  • Longer recovery animation on whiff
  • Infinite Horizontal Reach
Effects Notes